PENGARUH APLIKASI PEMBELAJARAN BERBASIS GAMIFIKASI MELALUI INTERACTIVE FLAT PANEL TERHADAP KOMPETENSI LITERASI DAN NUMERASI ANAK TAMAN KANAK-KANAK

Authors

  • Nanda Maratul Husna Universitas Terbuka
  • Azis Suroni Universitas Negeri Surabaya
  • Bonda Sisephaputra Universitas Negeri Surabaya

DOI:

https://doi.org/10.51878/edutech.v6i2.10918

Keywords:

Anak Usia Dini, Gamifikasi, Interactive Flat Panel, Keterlibatan Belajar, Literasi, Numerasi

Abstract

The development of digital technology in early childhood education encourages the use of more interactive learning media to improve children’s literacy and numeracy competencies. However, conventional learning in early childhood education still tends to be teacher-centered and less effective in creating optimal learning engagement. In addition, studies examining the integration of gamification through Interactive Flat Panel (IFP) technology in early childhood learning remain limited, particularly in literacy and numeracy instruction. This study aims to analyze the effect of gamification-based learning applications through Interactive Flat Panel on kindergarten children’s literacy and numeracy competencies. The study employed a quasi-experimental method with a non-equivalent control group design. The participants consisted of 34 children aged 5–6 years who were divided into experimental and control groups. Data were collected through developmental assessments and learning engagement observations and analyzed using an independent sample t-test. The findings revealed that the experimental group showed significantly higher improvement in literacy and numeracy competencies compared to the control group (p < 0.001). In addition, gamification-based learning through IFP increased children’s motivation, attention, and collaborative interaction during the learning process. Therefore, the use of gamification-based Interactive Flat Panel was proven effective in supporting literacy and numeracy learning in early childhood education.

ABSTRAK

Perkembangan teknologi digital dalam pendidikan anak usia dini mendorong penggunaan media pembelajaran yang lebih interaktif untuk meningkatkan kompetensi literasi dan numerasi anak. Namun, pembelajaran konvensional di PAUD masih cenderung berpusat pada guru dan kurang mampu menciptakan keterlibatan belajar yang optimal. Di sisi lain, penelitian mengenai integrasi gamifikasi melalui Interactive Flat Panel (IFP) pada pembelajaran anak usia dini masih terbatas, khususnya dalam konteks literasi dan numerasi. Penelitian ini bertujuan untuk menganalisis pengaruh aplikasi pembelajaran berbasis gamifikasi melalui Interactive Flat Panel terhadap kompetensi literasi dan numerasi anak taman kanak-kanak. Penelitian menggunakan metode kuasi-eksperimen dengan desain non-equivalent control group. Subjek penelitian terdiri atas 34 anak usia 5–6 tahun yang dibagi ke dalam kelompok eksperimen dan kelompok kontrol. Data dikumpulkan melalui asesmen perkembangan dan observasi keterlibatan belajar, kemudian dianalisis menggunakan independent sample t-test. Hasil penelitian menunjukkan bahwa kelompok eksperimen memperoleh peningkatan kompetensi literasi dan numerasi yang lebih tinggi dibandingkan dengan kelompok kontrol dengan nilai signifikansi p < 0,001. Selain itu, pembelajaran berbasis gamifikasi melalui IFP juga meningkatkan motivasi, perhatian, dan interaksi kolaboratif anak selama proses pembelajaran. Dengan demikian, penggunaan Interactive Flat Panel berbasis gamifikasi terbukti efektif dalam mendukung pembelajaran literasi dan numerasi pada anak usia dini.

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Published

2026-05-25

How to Cite

Husna, N. M., Suroni, A., & Sisephaputra, B. (2026). PENGARUH APLIKASI PEMBELAJARAN BERBASIS GAMIFIKASI MELALUI INTERACTIVE FLAT PANEL TERHADAP KOMPETENSI LITERASI DAN NUMERASI ANAK TAMAN KANAK-KANAK. EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi, 6(2), 900–909. https://doi.org/10.51878/edutech.v6i2.10918

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